{ "ac": 29, "alignment": "N", "breadcrumbs_spa": [], "category": "creature", "charisma": -5, "constitution": 5, "creature_ability": [ "Central Weapon", "Attack of Opportunity", "Echoblade Flurry", "Project Echoblade", "Colossal Echo", "Raise Guard" ], "creature_family_markdown": "", "dexterity": 5, "exclude_from_search": false, "fortitude_save": 21, "hp": 285, "hp_raw": "285", "id": "creature-1330", "image": [ "/Images/Monsters/Swordkeeper.png" ], "immunity": [ "death effects", "disease", "doomed", "drained", "fatigued", "healing", "mental", "necromancy", "nonlethal attacks", "paralyzed", "poison" ], "immunity_markdown": "[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126)", "intelligence": -5, "language": [ "Common" ], "language_markdown": "[Common](/Languages.aspx?ID=1)", "level": 10, "markdown": "[Swordkeeper](/Monsters.aspx?ID=1330)\r\n\r\n\r\n\r\n\r\n\r\nCollectors who want to guard their magical arsenals procure or build swordkeepers. These constructs are equal parts display case and security system, each holding a single weapon within its body and projecting copies of the weapon it stores to deter would-be thieves.\r\n\r\n\r\n**[Recall Knowledge - Construct](/Rules.aspx?ID=563)**\r\n([Arcana](/Skills.aspx?ID=2), [Crafting](/Skills.aspx?ID=4)): DC 27\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 25\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 22\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Swordkeeper](/Monsters.aspx?ID=1330)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 261\n\n**Perception** +20\r\n\r\n**Languages**\r\n[Common](/Languages.aspx?ID=1)\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +21, [Athletics](/Skills.aspx?ID=3) +23\r\n\r\n\r\n**Str** +7\r\n\r\n**Dex** +5\r\n\r\n**Con** +5\r\n\r\n**Int** -5\r\n\r\n**Wis** +2\r\n\r\n**Cha** -5\r\n\r\n\r\n**Central Weapon** A swordkeeper's torso houses a single weapon of a level no higher than the swordkeeper. While the swordkeeper is operational, the chamber requires four successful DC 32 [Thievery](/Skills.aspx?ID=17) checks to [Disable a Device](/Actions.aspx?ID=69) to open; on a critical failure, the backlash deals 6d6 force damage (DC 30 basic Reflex save) to the creature attempting the check. If the swordkeeper is [immobilized](/Conditions.aspx?ID=24), [grabbed](/Conditions.aspx?ID=20), [prone](/Conditions.aspx?ID=31), or [stunned](/Conditions.aspx?ID=36), both DCs are reduced by 2. If the weapon is removed, the swordkeeper's echoblades vanish.\r\n\r\n**Items**\r\n_+1 [striking](/Equipment.aspx?ID=280) [disrupting](/Equipment.aspx?ID=294) [longsword](/Weapons.aspx?ID=31)_\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 29 (31 with guard raised)\r\n\r\n**Fort** +21 \r\n\r\n**Ref** +19 \r\n\r\n**Will** +14 \n\n\r\n\r\n**HP** 285\n\n**Immunities**\r\n[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126)\n\n**[Attack of Opportunity](/MonsterAbilities.aspx?ID=3)** \r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 20 feet\r\n\r\n**Melee**\r\n\r\nechoblade +23 ([Magical](/Traits.aspx?ID=103), [reach 10 feet](/Traits.aspx?ID=192), [versatile P](/Traits.aspx?ID=200)),\r\n**Damage** 2d8+13 slashing plus 1d8 force\r\n\r\n**Melee**\r\n\r\nfist +23 ([Agile](/Traits.aspx?ID=170), [reach 10 feet](/Traits.aspx?ID=192)),\r\n**Damage** 2d8+13 bludgeoning\r\n\r\n**Ranged**\r\n\r\nechoblade +23 ([Agile](/Traits.aspx?ID=170), [Magical](/Traits.aspx?ID=103), [thrown 30 feet](/Traits.aspx?ID=195)),\r\n**Damage** 2d8+13 slashing plus 1d8 force\n\n**Echoblade Flurry** **Frequency** once per round; **Effect** The swordkeeper makes two melee echoblade Strikes. If both Strikes hit the same creature, combine their damage for the purpose of resistances and weakness. Apply the swordkeeper's multiple attack penalty normally.\r\n\r\n**Project Echoblade** **Requirements** The swordkeeper has a central weapon; **Effect** The swordkeeper projects an echoblade—a force copy of its central weapon that deals 1d8 additional force damage and gains [thrown 30 feet](/Traits.aspx?ID=195). Echoblades inherit the weapon damage dice, weapon traits, and runes of the central weapon, but no other abilities or activations. The swordkeeper gains access to their [critical specialization](/Rules.aspx?ID=235) effects. The swordkeeper can have up to four echoblades at once; unattended echoblades vanish at the end of the swordkeeper's turn.\r\n\r\n**Colossal Echo** ([Force](/Traits.aspx?ID=75)) **Requirements** The swordkeeper has a central weapon; **Effect** The swordkeeper projects a massive echoblade held in all four hands, dealing 9d8 force damage to all creatures in a 30-foot line (DC 30 [basic](/Rules.aspx?ID=329) Reflex save). It can't use Colossal Echo again for 1d4 rounds.\r\n\r\n**Raise Guard** **Effect** The swordkeeper raises an echoblade to protect itself, gaining a +2 circumstance bonus to AC until the start of its next turn.\r\n\r\n\r\n\r\n", "name": "Swordkeeper", "npc": false, "perception": 20, "pfs": "Standard", "rarity": "common", "reflex_save": 19, "release_date": "2021-04-07", "resistance": {}, "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 261\n\n\r\n**HP** 285\r\n\r\n**AC** 29\r\n\r\n**Fort** +21\r\n\r\n**Ref** +19\r\n\r\n**Will** +14\r\n\r\n**Perception** +20\r\n\r\n\r\n\r\n---\r\n\r\n\r\nCollectors who want to guard their magical arsenals procure or build swordkeepers. These constructs are equal parts display case and security system, …\r\n", "size": [ "Large" ], "skill": [ "Acrobatics +21", "Athletics +23" ], "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +21, [Athletics](/Skills.aspx?ID=3) +23", "source": [ "Bestiary 3" ], "source_raw": [ "Bestiary 3 pg. 261" ], "source_category": "Rulebooks", "source_markdown": "[Bestiary 3](/Sources.aspx?ID=66) pg. 261", "speed": { "land": 20, "max": 20 }, "speed_markdown": "20 feet", "speed_raw": "20 feet", "spell_markdown": "", "strength": 7, "strongest_save": [ "fort", "fortitude" ], "summary": "Collectors who want to guard their magical arsenals procure or build swordkeepers. These constructs are equal parts display case and security system, …", "summary_markdown": "Collectors who want to guard their magical arsenals procure or build swordkeepers. These constructs are equal parts display case and security system, …", "text": " Swordkeeper Collectors who want to guard their magical arsenals procure or build swordkeepers. These constructs are equal parts display case and security system, each holding a single weapon within its body and projecting copies of the weapon it stores to deter would-be thieves. Recall Knowledge - Construct (Arcana, Crafting): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Swordkeeper Source Bestiary 3 pg. 261 Perception +20 Languages Common Skills Acrobatics +21, Athletics +23 Str +7 Dex +5 Con +5 Int -5 Wis +2 Cha -5 Central Weapon A swordkeeper's torso houses a single weapon of a level no higher than the swordkeeper. While the swordkeeper is operational, the chamber requires four successful DC 32 Thievery checks to Disable a Device to open; on a critical failure, the backlash deals 6d6 force damage (DC 30 basic Reflex save) to the creature attempting the check. If the swordkeeper is immobilized, grabbed, prone, or stunned, both DCs are reduced by 2. If the weapon is removed, the swordkeeper's echoblades vanish. Items +1 striking disrupting longsword --- AC 29 (31 with guard raised) Fort +21 Ref +19 Will +14 HP 285 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action echoblade +23 (Magical, reach 10 feet, versatile P), Damage 2d8+13 slashing plus 1d8 force Melee Single Action fist +23 (Agile, reach 10 feet), Damage 2d8+13 bludgeoning Ranged Single Action echoblade +23 (Agile, Magical, thrown 30 feet), Damage 2d8+13 slashing plus 1d8 force Echoblade Flurry Single Action Frequency once per round; Effect The swordkeeper makes two melee echoblade Strikes. If both Strikes hit the same creature, combine their damage for the purpose of resistances and weakness. Apply the swordkeeper's multiple attack penalty normally. Project Echoblade Free Action Requirements The swordkeeper has a central weapon; Effect The swordkeeper projects an echoblade—a force copy of its central weapon that deals 1d8 additional force damage and gains thrown 30 feet. Echoblades inherit the weapon damage dice, weapon traits, and runes of the central weapon, but no other abilities or activations. The swordkeeper gains access to their critical specialization effects. The swordkeeper can have up to four echoblades at once; unattended echoblades vanish at the end of the swordkeeper's turn. Colossal Echo Two Actions (Force) Requirements The swordkeeper has a central weapon; Effect The swordkeeper projects a massive echoblade held in all four hands, dealing 9d8 force damage to all creatures in a 30-foot line (DC 30 basic Reflex save). It can't use Colossal Echo again for 1d4 rounds. Raise Guard Single Action Effect The swordkeeper raises an echoblade to protect itself, gaining a +2 circumstance bonus to AC until the start of its next turn. Treasure Guardians While the sample swordkeeper awards treasure based on its level, you can use a swordkeeper to provide PCs with a powerful or significant weapon—particularly an artifact or relic. To create a swordkeeper with a different weapon, replace the versatile P trait from its echoblade Strikes with those of the new weapon, change the weapon damage dice to match, and apply any runes. Unless you want to significantly change the swordkeeper's level, you should also adjust the Strike damage to make sure it's not too high or too low. ", "trait": [ "Construct", "Mindless", "N", "Large" ], "trait_markdown": "[Construct](/Traits.aspx?ID=35), [Mindless](/Traits.aspx?ID=108)", "trait_raw": [ "Construct", "Mindless" ], "type": "Creature", "url": "/Monsters.aspx?ID=1330", "weakest_save": [ "will" ], "weakness": {}, "will_save": 14, "wisdom": 2 }